So you can more safely check by loading a proxy texture first; then read back the width or height values with glGetTexLevelParameter -- if zero, it means the texture will fail.Easiest thing to do is just ensure your textures are a reasonable size, no larger than GL_MAX_TEXTURE_SIZE.LibGDX might have a utility for this already, but if not:1 2 3 IntBuffer buf = BufferUtils.newIntBuffer(16);Gdx.gl.gl